Videogames and Ideological Frames

From Popular Communication 4, no. 3 (2006)

Based on cognitive linguist George Lakoffâ??s notions of metaphor and frame as the principle organizers of political discourse, this article offers an approach to analyzing political rhetoric in videogames intended to carry ideological bias. I then argue for three ways games function in relation to ideological frames — reinforcement, contestation, and exposition — through examples of political games (Tax Invaders),… read more

Games Phone Home

On playing the roles of the weak in videogames. From my "Persuasive Games" column at Gamasutra

One of the unique properties of video games is their ability to put us in someone elseâ??s shoes. But most of the time, those shoes are bigger than our own. When we play video games, we are like children clopping around in their parentâ??s loafers or pumps, imagining what it would be like to see over the kitchen counter. As… read more

Experiencing Place in Los Santos and Vice City

In The Culture and Meaning of Grand Theft Auto, edited by Nathan Garrelts. Co-authored with Dan Klainbaum.

Read the entire article in print in The Culture and Meaning of Grand Theft Auto The Grand Theft Auto videogame series puts the player in large, semi-realistic urban environments. Despite their apparent credibility, these environments are not re-creations of real urban locales, but rather remixed, hybridized cities fashioned from popular cultureâ??s notions of real American cities. Locality, the sense of… read more

The Right to Bore Arms

The social benefit of boredom of gunplay games. From my "Persuasive Games" column at Gamasutra.

At E3 2006, the U.S. Army hosted a spectacle of military excess outside the L.A. Convention Centerâ??s South Hall, in promotion of the new Special Forces edition of their popular title Americaâ??s Army. As part of this spectacle, they offered passersby the opportunity to pose holding a large assault rifle next to a camouflaged special forces operative and a Hum-V.… read more

Review of Convergence Culture

A review of media studies scholar Henry Jenkins's recent book

I read Henry Jenkins’s new book Convergence Culture: Where Old and New Media Collide this weekend. The book is a short, smart, buttery read on a hot topic, and it is sure to draw both popular and academic interest. Jenkins is a multifaceted media scholar, a critic of vaudeville, fan fiction, comics, film, games, and more. He is also the… read more

Game Design Education: Integrating Computation and Culture

Co-authored with Janet Murray, Michael Mateas, and Michael Nitsche. Published in IEEE Computer Society, June 2006.

Electronic games are growing rapidly as a cultural form, a set of media technologies, and a global industry. Humanists are looking at games as a new expressive genre like drama, opera, or movies, social scientists are examining them as a new form of collective behavior, computer scientists, engineers, and industrial designers are finding them a new focus of invention. New… read more

The Rhetoric of Exergaming

Paper presented at the Digital Arts and Cultures conference, Copenhagen Denmark, December 2005.

Recently videogames that use physical input devices have been dubbed â??exergamesâ? â?? games that combine play and exercise. This paper offers a historical perspective on exergames, from early arcades to the Atari 2600 through contemporary consoles, as well as a theoretical analysis of the different rhetorics such games deploy to influence players toward physically-active gameplay.

Comparative Videogame Criticism

In Games & Culture 1:1 (2006).

This article explores comparative criticism and videogame software development through thef igure of the bricoleur, the handyman who assembles units of preexisting meaning to form new structures. An intersection of these two domains — what the author calls comparative videogame criticism –suggests a more intimate interrelation between criticism and production. The author offers a critique of functionalist approaches to videogame… read more

Event Wrap Up: Games for Health 2005

A report from the 2005 Games for Health conference

The Games for Health 2005 conference, produced by the Serious Games Initiative, was held last week on Sept. 22 and 23 in Baltimore, Maryland. The conference’s content focuses on serious games as used specifically in health and health sciences, including games used for training students in healthcare-related studies as well as games used for treating patients. Ian Bogost, a researcher… read more

Procedural Literacy

Problem Solving with Programming, Systems, and Play. In the Journal of Media Literacy 52, no. 1-2 (2005).

Some 30 years ago, the first wave of personal computers spawned a surge of interest in programming education, especially in getting children to program. At the Xerox Palo Alto Research (PARC) group, Alan Kay and Adele Goldberg proposed an environment in which anyone could program simulations (Kay & Goldberg 1977). Using their object-oriented Smalltalk language, Kay and Goldberg argued that… read more